Creating City Blocks in 3ds Max - Part 25 - Creating Building Libraries with Building Maker
In this tutorial, you turn your building creations into simple editable polys to reduce calculating time. You have the options of creating in-project duplicates or exporting and storing them as external files to use with other projects and other 3D applications if you so choose.
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Continue working on your file from the last movie.
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If you need to, you can also use the file named CityBlocks_Bldgs-bake.max you downloaded for this tutorial.
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As you work with Building Maker, each element you create at any given level carries with it a fair number of modifiers and other constraints.
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These are essential for Building Maker to work properly, but do require a fair amount of calculations to process.
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For that reason, you can help with calculation time by stripping the building down to a poly object when you are done with the design.
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Remember to do this only when the design is complete.
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To extract a building as a separate poly object, you start by selecting any part of it.
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You then use the Bake Building button in the Building Maker UI. A dialog appears.
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Here, you have two options: One option is the Bake button, which extracts all the building information into an in-project editable poly.
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You can then place that duplicate anywhere you want.
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Note that the duplicated building has no connection to the Building Maker interface and cannot be edited that way.
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The original building is still in place. If you do not need it anymore, select any part of it and use the Delete Building button to remove it.
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A warning reminds you that this operation cannot be undone.
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The other method of baking a building is the Bake and Export to FBX method.
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The advantage of this method is that it lets you store individual buildings OR groups of buildings externally as FBX files.
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This means you can use Import procedures to reimport them into 3ds Max or other 3D applications.
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Try it on the high rise. Select an element of that building, and then click the Bake and Export to FBX button.
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You are prompted for a location and a file name, choose those accordingly.
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Once the file is saved to disk, you can dismiss the Building Baker window.
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To test it out, try importing the high rise back into your scene.
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Use the Add method to add it to the current scene.
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The fbx file is imported but the new building is not showing the textures in the viewport.
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You may have noticed when you unpacked Building Maker that there was another .ms file available named PostFbxImport.ms
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With the imported building still selected, run the new script to take care of the textures being shown in the viewport.
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Actually, this script does a bit more than that and fixes some scaling discrepancies.
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This is mostly important if and when the imported fbx file and the current scene are not of the same scale.
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Using the techniques shown in this movie, you can now easily create a library of buildings that you can use to add to your city blocks.
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An example is shown in the scene named CityBlocks_Bldgs-pattern.max, which you will use shortly as you put the city blocks in context.
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This completes the building creation part of this tutorial, so you can close the Building Maker UI.
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Now you have three city blocks with a variety of buildings scattered about.
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In the next movie, you use various techniques to tile the city blocks in an irregular pattern.